// Decompiled on 周六 2月 22 19:31:49 CST 2025 with Zomboid Decompiler v0.1.3 using Vineflower.
package zombie.core.skinnedmodel.model;

import zombie.core.skinnedmodel.Vector3;
import zombie.iso.Vector2;

public final class SoftwareModelMesh {
    public int[] indicesUnskinned;
    public VertexPositionNormalTangentTextureSkin[] verticesUnskinned;
    public String Texture;
    public VertexBufferObject vb;

    public SoftwareModelMesh(VertexPositionNormalTangentTextureSkin[] vertexPositionNormalTangentTextureSkin, int[] _int) {
        this.indicesUnskinned = _int;
        this.verticesUnskinned = vertexPositionNormalTangentTextureSkin;
    }

    public SoftwareModelMesh(VertexPositionNormalTangentTexture[] vertexPositionNormalTangentTexture0, int[] int0) {
        this.indicesUnskinned = int0;
        this.verticesUnskinned = new VertexPositionNormalTangentTextureSkin[vertexPositionNormalTangentTexture0.length];

        for (int int1 = 0; int1 < vertexPositionNormalTangentTexture0.length; int1++) {
            VertexPositionNormalTangentTexture vertexPositionNormalTangentTexture1 = vertexPositionNormalTangentTexture0[int1];
            this.verticesUnskinned[int1] = new VertexPositionNormalTangentTextureSkin();
            this.verticesUnskinned[int1].Position = new Vector3(
                vertexPositionNormalTangentTexture1.Position.x(),
                vertexPositionNormalTangentTexture1.Position.y(),
                vertexPositionNormalTangentTexture1.Position.z()
            );
            this.verticesUnskinned[int1].Normal = new Vector3(
                vertexPositionNormalTangentTexture1.Normal.x(), vertexPositionNormalTangentTexture1.Normal.y(), vertexPositionNormalTangentTexture1.Normal.z()
            );
            this.verticesUnskinned[int1].TextureCoordinates = new Vector2(
                vertexPositionNormalTangentTexture1.TextureCoordinates.x, vertexPositionNormalTangentTexture1.TextureCoordinates.y
            );
        }
    }
}
